/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_GUARDAI_H
#define CORE_GUARDAI_H

#include "CreatureAI.h"
#include "Timer.h"

class Creature;

class GuardAI : public CreatureAI
{
    enum GuardState
    {
        STATE_NORMAL = 1,
        STATE_LOOK_AT_VICTIM = 2
    };

public:

    explicit GuardAI(Creature *c);

    void MoveInLineOfSight(Unit *);
    void EnterEvadeMode();
    void JustDied(Unit *);
    bool IsVisible(Unit *) const;

    void UpdateAI(const uint32);
    static int Permissible(const Creature *);

private:
    uint64 i_victimGuid;
    GuardState i_state;
    TimeTracker i_tracker;
};
#endif
